#include "Ghost.h"
#include "Resource.h"


Ghost::Ghost(LPDIRECT3DDEVICE9 d3ddv,  LPDIRECT3DSURFACE9 BackBuffer, LPD3DXSPRITE SpriteHandler, float x, float y, int ID, int Object_State, int Direction): Object(x, y)//, ID, Object_State)
{
	this->setIDObjType(ID);

	//is_turn_left = true;

	pos_x = x;
	pos_y = y;
	
	pos_x_old = x;
	pos_y_old = y;
	
	veloc_x = 0;
	veloc_y = 0;
	accel_y = 0;

	p_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(ResourceMng::GetInst(d3ddv, BackBuffer)->getMapTexture()[6]->getFileName()), 125, 0);
	p_light = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(ResourceMng::GetInst(d3ddv, BackBuffer)->getMapTexture()[7]->getFileName()), 125, 0);

	width = p_sprite->getTexture()->getWidth();
	height = p_sprite->getTexture()->getHeight();

	timeDie = 0;

	

	isGravity = true;

	
	this->obj_state = Object_State;
	direction = Direction;

	if (obj_state == ES_ACTIVING)
	{
		if (direction == 1)			//sang trai
		{
			turnLeft();
			//veloc_x = -(float)GHOST_VX;
		} 
		else if (direction == 2)	//sang phai
		{
			turnRight();
			//veloc_x = (float)GHOST_VX;
		}
		else if (direction == 0)	//sang phai
		{
			turnLeft();
			//veloc_x = (float)GHOST_VX;
		}
	} 
	
}

Ghost::~Ghost()
{
	/*if (_sprite != NULL)
	delete _sprite;*/
	
}

 

void Ghost::render(int cameraX, int cameraY)
{
	
	if (obj_state != ES_REMOVE)
	{
		p_sprite->render(pos_x, pos_y, cameraX, cameraY);
	}
	
}

OBJECT_TYPE Ghost::getObjectType()
{
	return OBJECT_ENEMY;
}

/**--------------------------------------------------------
*Description : Turn left Turtle
*Method name : TurnLeft
*Parameters :   
*Return value : void
--------------------------------------------------------**/
void Ghost :: turnLeft()
{
	is_turn_left = true;
	p_sprite->setFrame(0, 2);
	p_sprite->setIndex(0);
	veloc_x = (float)-GHOST_VX;
}


/**--------------------------------------------------------
*Description : Turn right Turtle
*Method name : TurnRight
*Parameters :   
*Return value : void
--------------------------------------------------------**/
void Ghost :: turnRight()
{
	is_turn_left = false;
	p_sprite->setFrame(2, 4);
	p_sprite->setIndex(2);
	veloc_x = (float)GHOST_VX;
}

void Ghost::update(list<Object*>* obj_list, DxInput* input, float gameTime)
{
	//switch (obj_state)
	//{
	//case ES_ACTIVING:
	//	move(obj_list, gameTime);//Move(staObjs, gameTime);
	//	
	//	if (pos_y <= 0)	//goomba roi xuong ho, height = 0
	//	{
	//		changeState(ES_REMOVE);
	//	}
	//	
	//	break;
	//case ES_DIED:
	//	timeDie += gameTime;
	//	if (timeDie > 900)
	//	{
	//		changeState(ES_REMOVE);
	//	}
	//	break;

	//default:
	//	break;
	//}
	//
	//p_sprite->update(gameTime);
	
}

void Ghost::update(list<Object*>* obj_list, DxInput* input, float gameTime, Object* simon)
{
	switch (obj_state)
	{
	case ES_ACTIVING:
		move(obj_list, gameTime, simon);

		if (pos_y <= 0)	//goomba roi xuong ho, height = 0
		{
			changeState(ES_REMOVE);
		}
		break;

	case ES_DIED:
		timeDie += gameTime;
		if (timeDie > 900)
		{
			changeState(ES_REMOVE);
		}
		break;

	default:
		break;
	}

	p_sprite->update(gameTime);

}

void Ghost::move(list<Object*>* obj_list, float TPF)
{
	//Object* obj;
	//list<Object*>::iterator i;
	//width = p_sprite->getTexture()->getWidth();
	//height = p_sprite->getTexture()->getHeight();
	//
	//pos_x_old = pos_x;
	//pos_y_old = pos_y;

	//pos_x_old = pos_x;
	//pos_y_old = pos_y;
	//

	////Xet va cham theo truc X
	//pos_x += veloc_x * TPF;
	//
	//

	////Xet va cham theo truc Y
	//if (isGravity == false)
	//{
	//	accel_y = 0;
	//}
	//else
	//{
	//	accel_y = GHOST_GRAVITY;
	//}	
	//veloc_y -= accel_y * TPF;
	//pos_y += veloc_y * TPF + 1/2.0 * accel_y * TPF * TPF;
	////ResetRect();


	////kiem tra va cham nam tren gach, da
	//for (i = obj_list->begin(); i != obj_list->end(); i++)
	//{
	//	obj = *i;
	//	if (obj->getObjectType() == OBJECT_LAND)
	//	{
	//		//Box box = this->getBox(time);
	//		Box box(this->pos_x_old,
	//			this->pos_y_old - this->height, 
	//			width, 
	//			height, 
	//			veloc_x * TPF, 
	//			veloc_y * TPF + 1.0f/2.0f * accel_y * TPF * TPF);

	//		//Box block = obj->getBox(time);
	//		Box block(obj->getPosX(),
	//			obj->getPosY() - obj->getHeight(),// - 0.11,
	//			obj->getWidth(),
	//			obj->getHeight()
	//			);

	//		Box boxphase = Collision::GetSweptBroadphaseBox(box);
	//		if (Collision::AABBCheck(boxphase, block))
	//		{
	//			float normalx = 0;
	//			float normaly = 0;
	//			float collision_time = Collision::SweptAABB(box, block, normalx, normaly);
	//			if (0 < collision_time && collision_time < 1)
	//			{
	//				isGravity = false;
	//				if (normalx == 1 && normaly == 0)		//va cham tu phai -> trai
	//				{
	//					//pos_x = _xOld + veloc_x * collision_time;// + 1.0f/2.0f * accel_x * collision_time *collision_time;
	//					//accel_x = 0;
	//					//veloc_x = -veloc_x;

	//					if (this->pos_y_old - this->height < obj->getPosY())
	//					{
	//						pos_x = pos_x_old + veloc_x * collision_time;
	//						veloc_x = -veloc_x;						
	//					}
	//				} 
	//				else if (normalx == -1 && normaly == 0)		//va cham tu trai -> phai
	//				{
	//					//pos_x = _xOld + veloc_x * collision_time;// + 1.0f/2.0f * accel_x * collision_time *collision_time;
	//					//accel_x = 0;
	//					//veloc_x = -veloc_x;

	//					if (this->pos_y_old - this->height < obj->getPosY())
	//					{
	//						pos_x = pos_x_old + veloc_x * collision_time;
	//						veloc_x = -veloc_x;						
	//					}
	//				}
	//				else if (normalx == 0 && normaly == -1)		//va cham tu duoi -> tren
	//				{
	//					
	//				}
	//				else if (normalx == 0 && normaly == 1)		//va cham tu tren -> duoi
	//				{
	//					

	//					pos_y = pos_y_old + veloc_y * collision_time + 1.0f/2.0f * accel_y * collision_time *collision_time;// + 0.5;
	//					accel_y = 0;
	//					veloc_y = 0;

	//					
	//				}

	//				/*if (this->_yOld - this->height <= obj->getPosY() + 1.5)
	//				{
	//					isGravity = false;
	//				}
	//				else
	//				{
	//					isGravity = true;
	//				}*/
	//				 

	//				

	//				 
	//			}
	//			else
	//			{
	//				
	//				isGravity = true;
	//			}
	//		}
	//		else
	//		{
	//			isGravity = true;
	//			
	//		}


	//		 
	//	}
	//	else
	//	{
	//		isGravity = true;
	//	}
	//}

	//if(veloc_x > 0)
	//{
	//	turnRight();
	//}
	//else
	//{
	//	turnLeft();
	//}

	//pos_x_old = pos_x;
	//pos_y_old = pos_y;
	//pos_x_old = pos_x;
	//pos_y_old = pos_y;
	//	

	//if (veloc_x >= 0)
	//{
	//	direction = 2;
	//} 
	//else
	//{
	//	direction = 1;
	//}
}

void Ghost::move(list<Object*>* obj_list, float TPF, Object* simon)
{
	Object* obj;
	list<Object*>::iterator i;
	width = p_sprite->getTexture()->getWidth();
	height = p_sprite->getTexture()->getHeight();
	
	pos_x_old = pos_x;
	pos_y_old = pos_y;

	//Xet va cham theo truc X
	pos_x += veloc_x * TPF;

	//Xet va cham theo truc Y
	if (isGravity == false)
	{
		accel_y = 0;
	}
	else
	{
		accel_y = GHOST_GRAVITY;
	}	
	veloc_y -= accel_y * TPF;
	pos_y += veloc_y * TPF + 1/2.0 * accel_y * TPF * TPF;

	//kiem tra va cham nam tren gach, da
	for (i = obj_list->begin(); i != obj_list->end(); i++)
	{
		obj = *i;
		if (obj->getObjectType() == OBJECT_LAND)
		{
			Box box(this->pos_x_old,
				this->pos_y_old - this->height, 
				width, 
				height, 
				veloc_x * TPF, 
				veloc_y * TPF + 1.0f/2.0f * accel_y * TPF * TPF);
			
			Box block(obj->getPosX(),
				obj->getPosY() - obj->getHeight(),
				obj->getWidth(),
				obj->getHeight());

			Box boxphase = Collision::GetSweptBroadphaseBox(box);
			if (Collision::AABBCheck(boxphase, block))
			{
				float normalx = 0;
				float normaly = 0;
				float collision_time = Collision::SweptAABB(box, block, normalx, normaly);
				if (0 < collision_time && collision_time < 1)
				{
					isGravity = false;
					if (normalx == 1 && normaly == 0)		//va cham tu phai -> trai
					{
						if (this->pos_y_old - this->height < obj->getPosY())
						{
							pos_x = pos_x_old + veloc_x * collision_time;
							veloc_x = -veloc_x;					
							turnRight();
						}
					} 
					else if (normalx == -1 && normaly == 0)		//va cham tu trai -> phai
					{
						if (this->pos_y_old - this->height < obj->getPosY())
						{
							pos_x = pos_x_old + veloc_x * collision_time;
							//veloc_x = -veloc_x;						
							turnLeft();
						}
					}
					else if (normalx == 0 && normaly == -1)		//va cham tu duoi -> tren
					{
						
					}
					else if (normalx == 0 && normaly == 1)		//va cham tu tren -> duoi
					{
						pos_y = pos_y_old + veloc_y * collision_time + 1.0f/2.0f * accel_y * collision_time *collision_time;// + 0.5;
						accel_y = 0;
						veloc_y = 0;
					}//end if
					 
				}
				else
				{
					isGravity = true;
				}//end if
			}
			else
			{
				isGravity = true;
				
			}//end if			 
		}
		else
		{
			isGravity = true;
		}//end if
	}//end for



	//va cham voi simon
	Box box(this->pos_x_old,
		this->pos_y_old - this->height, 
		width, 
		height, 
		veloc_x * TPF, 
		veloc_y * TPF + 1.0f/2.0f * accel_y * TPF * TPF);

	Box block(simon->getPosX(),
		simon->getPosY() - simon->getHeight(),
		simon->getWidth() - (60 - 32),
		simon->getHeight());

	Box boxphase = Collision::GetSweptBroadphaseBox(box);
	if (Collision::AABBCheck(boxphase, block))
	{
		float normalx = 0;
		float normaly = 0;
		float collision_time = Collision::SweptAABB(box, block, normalx, normaly);
		if (0 < collision_time && collision_time < 1)
		{
			//if (simon->getObjState() == MS_NORMAL)
			//{
			//	int blood = simon->getBlood();
			//	blood--;
			//	simon->setBlood(blood);
			//	if (simon->getBlood() == 0)
			//	{
			//		simon->changeState(MS_DIE);		//simon die
			//	}
			//	else
			//	{
			//		simon->changeState(MS_DIE);	//simon 
			//	}
			//}
			//if (normalx == 1 && normaly == 0)		//va cham tu phai -> trai
			//{
			//	simon->setIsLeftDie(true);
			//}
			//else if (normalx == -1 && normaly == 0)		//va cham tu trai -> phai
			//{
			//	simon->setIsLeftDie(false);
			//}
			//else if (normalx == 0 && normaly == -1)		//va cham tu duoi -> tren
			//{
			//}
			//else if (normalx == 0 && normaly == 1)		//va cham tu tren -> duoi
			//{
			//}
		}
		
	}

	/*if(veloc_x > 0)
	{
		turnRight();
	}
	else
	{
		turnLeft();
	}*/

	pos_x_old = pos_x;
	pos_y_old = pos_y;

	if (veloc_x >= 0)
	{
		direction = 2;
	} 
	else
	{
		direction = 1;
	}
}

void Ghost::changeState(int state)
{
	obj_state = state;
	switch (obj_state)
	{
	case ES_ACTIVING:
		veloc_x = GHOST_VX;
		accel_y = GHOST_GRAVITY;
		break;

	case ES_FALL:
		if (is_turn_left == false)
		{
			p_sprite->setFrame(21,21);
		} 
		else
		{
			p_sprite->setFrame(0,0);
		}
		veloc_y = 1.5;
		accel_y = GHOST_GRAVITY;
		//_sprite->SetFrame(0,0);
		break;
	case ES_DIED:
		 
		p_sprite = p_light;
		veloc_x = 0;
		break;
	}
}

bool Ghost::getWay()
{
	return is_turn_left;
}